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My experiences optimizing graphics, lighting and physics for a stealth game

My experiences optimizing graphics, lighting and physics for a stealth game

Gust of Wind Other

I've been focusing on optimizations quite a lot since this game's EA release half a year ago, and wrote a post describing some of the methods I've used.

Echoes in the Deep Devlog 2: a Deep Dive into breathtaking procedurally generated backgrounds

Echoes in the Deep Devlog 2: a Deep Dive into breathtaking procedurally generated backgrounds

Echoes in the Deep Concept Art 2 comments

In this article we share the link to the latest devlog made by Outhoused Studios, in which we explore how we make our AI generated backgrounds using Playground...

Resources for Volumetric Rendering

Resources for Volumetric Rendering

Textures Tutorial

This document contains a list of resources, articles, presentations, forum threads, and research papers relating to Sky Rendering, Atmospherics, Volumetric...

Recreating a real-life city environment in Unity - an indie approach

Recreating a real-life city environment in Unity - an indie approach

Petrol Blood Mapping/Technical 1 comment

A look on the process of how we recreated our home city for a stealth action driving game. We share the planning, lessons learned and code for the tools...

How to Display text in Unity UI

How to Display text in Unity UI

UI/HUD Tutorial

Making a UI is an integral part of game development. In this tutorial, we will see how to display a basic text element in Unity and change its content...

Behind the scenes writing music for an indie game

Behind the scenes writing music for an indie game

Eldest Souls Music

A brief outline of how i wrote the music for the Eldest Souls: Depths of the Forgotten DLC release.

Final Foe. About developing network multiplayer with Unity

Final Foe. About developing network multiplayer with Unity

Final Foe Server Side Coding

Hello! Today I will talk about how I added online multiplayer to my game Final Foe. Without network programming experience and without financial costs...

Erra: Exordium Shooting Architecture

Erra: Exordium Shooting Architecture

Erra: Exordium Client Side Coding

Good Afternoon Ladies and Gentlemen. In this article we will tell you more about our in-game weapon architecture. Together with you we will analyze melee...

Making Our Own RPG Combat Formula

Making Our Own RPG Combat Formula

Battle Gem Ponies Design/Concepts

See what's up with the numbers behind our Combat System in our new Breakdown series video! ⭐

3 Things I Wish I Knew when I started Level Design

3 Things I Wish I Knew when I started Level Design

Level Design/Theory Tutorial

Do you think Level Design is easy? Think Again! Having a memorable, engaging and intuitive level design takes a lot of practice, experience and the right...

One image to rule them all – Tips for your game’s Small Capsule on Steam

One image to rule them all – Tips for your game’s Small Capsule on Steam

Rise of Humanity PR

Hello Fellow Indiedevs! Here’s a few tips and tricks on how you can get more traffic to your game’s Steam page with your capsule artwork. It’s all...

How to make a trailer for your game in 7 (+1) essential steps

How to make a trailer for your game in 7 (+1) essential steps

Rise of Humanity PR 2 comments

In an ideal world, game developers would have all the time and resources to make the game of their dreams. We’d all be creating our games from our seaside...

Pimp your game’s Steam page in 10 easy steps (+1 difficult one)

Pimp your game’s Steam page in 10 easy steps (+1 difficult one)

Rise of Humanity PR 2 comments

In this article, I'd like to give some tips to fellow gamedevs on how they can revamp their game's Steam page and increase its visibility in 10+1 essential...

Upgrading a Project to a Newer Unity Version (2019 LTS to 2020 LTS Edition)

Upgrading a Project to a Newer Unity Version (2019 LTS to 2020 LTS Edition)

Absolute Territory Management

The best way to upgrade your Unity project to a newer version of Unity.

How planet design/UI evolved across 4 years... AKA the importance of shaders!

How planet design/UI evolved across 4 years... AKA the importance of shaders!

Lilith Odyssey Textures

The 4-year evolution process of our in-game planets/moons/asteroids. AKA why color matters!

9 Tips on Localizing Audio

9 Tips on Localizing Audio

Voice Acting Tutorial

In this article, we will share some tips on how to interact with recording studios and localization services, how to optimize and accelerate the process...

How Much Time and Energy Could Making an In-House Video Cost a Game Development Studio?

How Much Time and Energy Could Making an In-House Video Cost a Game Development Studio?

Other Tutorial 2 comments

This article takes a close look at the potential time costs lurking behind deciding to go in-house with producing a game promo video. But be forewarned...

Tuto: Visualizing game analytics with Elasticsearch and Kibana

Tuto: Visualizing game analytics with Elasticsearch and Kibana

Unspottable Other

For the steam summer festival, we released the first demo of our game: Unspottable. This is a quick summary of the data points we are gathering and how...

Timelapse of character animation in Spine2d

Timelapse of character animation in Spine2d

Almost My Floor Animation 2 comments

Check out how to make simple character animation in spine for your game projects.

How We Created an MMO in Unity for FROG using Socket.IO

How We Created an MMO in Unity for FROG using Socket.IO

FROG Server Side Coding 3 comments

I give some background as to how we used Socket.IO to create our MMO in Unity.

The Lair dissected: Let the gameplay start! (Part II)

The Lair dissected: Let the gameplay start! (Part II)

Fulvinter Level Design/Theory

The first 30 seconds of gameplay where you, the player, learn the rudiments of control, on many occasions, without being aware of it, explained in 5 minutes...

How to create rope physics by logic?

How to create rope physics by logic?

Fulvinter PR 2 comments

In this article, we explain how to create rope physics when the physic is an important part of the gameplay and using the physics engine can generate...

The Lair dissected: An overview about planning ‘Level 0’ (Part I)

The Lair dissected: An overview about planning ‘Level 0’ (Part I)

Fulvinter Level Design/Theory

Niflheim is the player’s first contact with Fulvinter. This is why we are being thorough with its development in the playable, artistic and narrative...

Bossgard - How to release your game live on stream!

Bossgard - How to release your game live on stream!

BOSSGARD PR 2 comments

Last week we released Bossgard in Early Access and we decided to organize a live release on Steam Broadcast. We learned a lot in the process and we felt...

Skeletal Dance Party 💀 Procedural Level Generation

Skeletal Dance Party 💀 Procedural Level Generation

Skeletal Dance Party Level Design/Theory

Skeletal Dance Party is a game about a necromancer hosting a dance party for her skeletons. It is a physically based dungeon crawler where everyone is...

Sound Design with an iPhone SE

Sound Design with an iPhone SE

Eldest Souls Sound Effects

How using cheaper alternatives to expensive microphones and recording equipment can still yield high quality results.

Making of complex environment for DARQ

Making of complex environment for DARQ

DARQ Props Modelling 1 comment

Here's my workflow for upcoming horror video game DARQ. The game is set in a lucid dream and there are a lot of cool and sometimes abstract environments...

How to use Vive's trackpad for menus using SteamVR 2.0 (Part 1 of 2)

How to use Vive's trackpad for menus using SteamVR 2.0 (Part 1 of 2)

Puzzle Out VR Client Side Coding

In this post I demonstrate how to use the Vive trackpad in your VR applications using the new SteamVR 2.0 input system.

How to open a VR door in Unity and SteamVR

How to open a VR door in Unity and SteamVR

Shopkeeper Simulator VR Client Side Coding 3 comments

Opening doors is a common task in games. In this article I will show you how you can implement a door mechanic in Unity for VR.

XM03 3D Model Workflow

XM03 3D Model Workflow

Infinite Fleet Props Modelling 2 comments

Hey! My name’s Tim Trankle and I’m a 3D Artist for Pixelmatic. My most recent task was to create the XM-03 Hornet and for it, I overhauled our 3D...